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Blogs from the Arma2 Sound Configs.
Posted in: Uncategorized
Posted 2010-08-29 at 15:39 by Twisted Helix

[CENTER][IMG]http://www.natgeoprogramming.com/images/full/1.jpg[/IMG][/CENTER]

Like all jungles, its dark and dangerous territory out there. Navigating it can be a tortuous path.

Here I have put my machete to work, and cleared a small ray of light in the canopy. Now let me try and explain ....

[B][U]Class CfgEnvSounds[/U][/B]

The ambient sound class that Arma uses to playback sound depending on the terrain you are in. Still a vast and deep valley swathed in mist, but this morning my hunting was not in vain.

What is the meaning of this strange language ...

[code]
randSamp10[] = {"\praa_sound_afghan\test\desertgrouse", 0.125893, 1, 30, 0.100000, 4, 8, 12};
[/code]

... some ancient and arcane mumblings from a lost race. Well after much stumbling ... I have the rosetta stone.

[code]
soundArray[] = { prm1, prm2, prm3, prm4, prm5, prm6, prm7, prm8}
[/code]
[LIST][*]prm1 = path to sound resource[*]prm2 = relational loudness of sound[*]prm3 = pitch of sound[*]prm4 = SPL of sound or how quickly it fades to nothing (distance in meters?)[*]prm5 = probability sound will play, [0,1][*]prm6 = t1[*]prm7 = t2[*]prm8 = t3[/LIST]
These last 3 still haunt me, but after much deliberation and night time furtive explorations, that the most likely explanation seems to be that the sound will play for a random time between t1 and t2, and the next sound will not play til a random time between t2 and t3 has elapsed. But I wouldn't stake my life on it. Not yet anyway ... not until the food starts to run out .....

More mumblings from the dark depths of outer Arma later ....
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[IMG]http://www.bbc.co.uk/sn/tvradio/programmes/planetearth/picpops/images/prog9_jungles.jpg[/IMG][/CENTER]
Views: 13180 | Comments: 11

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Comments
Total Comments: 11
  1. Old Comment
    Any chance that we can get a little sample/preview of the sounds ?

    Also, it would be cool with a few platypus sounds here and there
    Posted 2010-08-29 at 16:05 by Elektro Elektro is offline
  2. Old Comment
    and then people wonder why ARMA2 is so buggy xD
    Posted 2010-08-29 at 16:26 by karambaitos karambaitos is offline
  3. Old Comment
    =Romagnolo='s Avatar
    wait... WHAT ?!
    Posted 2010-08-29 at 16:57 by =Romagnolo= =Romagnolo= is offline
  4. Old Comment
    MikeDude's Avatar
    Can someone translate this Alien language to English?
    Posted 2010-08-29 at 18:34 by MikeDude MikeDude is offline
  5. Old Comment
    lol this is madness!
    Posted 2010-08-29 at 18:57 by Wakain Wakain is offline
  6. Old Comment
    Lunacy. Isn't there some documentation on that?

    Edit: prm8 - could that be the length of the sound in case it's a loop?
    Posted 2010-08-29 at 20:03 by Claymore Claymore is offline
    Updated 2010-08-29 at 20:33 by Claymore
  7. Old Comment
    motherdear's Avatar
    So when do you want survival package dropped, sounds like ARMA is a dangerous place
    Posted 2010-08-29 at 20:29 by motherdear motherdear is offline
  8. Old Comment
    Hokunin's Avatar
    you could just ask the original arma developers about this thing... Maybe they will tell you
    Posted 2010-08-30 at 06:29 by Hokunin Hokunin is offline
  9. Old Comment
    BorEDeviL's Avatar
    Quote:
    Originally Posted by Hokunin View Comment
    you could just ask the original arma developers about this thing... Maybe they will tell you

    If they know, that is...
    Posted 2010-08-30 at 13:11 by BorEDeviL BorEDeviL is offline
  10. Old Comment
    Maybe they're min - avg - max intervals, just like the ones for triggers. So the sound will play at a random interval between min and max seconds, but more often at a shorter or longer interval, as per value of avg. In this case it would be evenly spread between 4 and 12 (with avg being 8 ). Just a guess though, it would need some testing to confirm.
    Posted 2010-09-06 at 14:47 by stilpu stilpu is offline
 

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